- Joined
- May 11, 2012
- Messages
- 2,108
Hello. I experirence some heavy lags for a minute or two when the event finishes, and my heroes get moved back. This lag occurs only in the presence of enemy units. When they are absent, lag ain't happening.
Here's the trigger:
Here's the trigger:
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Special Event 1 End
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Events
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Time - SE_Timer expires
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Conditions
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Actions
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Trigger - Turn off (This trigger)
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Trigger - Turn off Special Event 1 Loop <gen>
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Trigger - Turn on On Death <gen>
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Trigger - Turn on Music Commands <gen>
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Trigger - Turn on Research Upgrade <gen>
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Trigger - Turn off Special Event Death <gen>
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Countdown Timer - Pause SE_Timer
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Countdown Timer - Hide SE_TimerWindow
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Countdown Timer - Destroy SE_TimerWindow
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Game - Display to (All players) the text: |c00FDD017Time's up...
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Sound - Stop music Immediately
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Sound - Play Pre___Special_Event <gen>
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Wait 5.00 game-time seconds
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For each (Integer TempInt) from 1 to 8, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(SE <gen> contains SE_Heroes[TempInt]) Equal to True
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Then - Actions
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Set TempPlayerGroup = (Player group(SE_Player[TempInt]))
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Game - Display to TempPlayerGroup the text: |c00FDD017Congratul...
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Game - Display to TempPlayerGroup the text: |cff00ffff100 000|r...
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Game - Display to TempPlayerGroup the text: |cff00ffff100|r |c0...
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Player - Add 100000 to SE_Player[TempInt] Current gold
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Hero - Modify Strength of SE_Heroes[TempInt]: Add 100
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Hero - Modify Agility of SE_Heroes[TempInt]: Add 100
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Hero - Modify Intelligence of SE_Heroes[TempInt]: Add 100
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Special Effect - Create a special effect attached to the origin of SE_Heroes[TempInt] using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call DestroyForce(udg_TempPlayerGroup)
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Else - Actions
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Custom script: set udg_TempPlayerGroup = null
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Wait 5.00 game-time seconds
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For each (Integer TempInt) from 1 to 8, do (Actions)
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Loop - Actions
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Set SE_Death[TempInt] = False
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Unit - Move SE_Heroes[TempInt] instantly to SE_Heroes_Point[TempInt]
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Camera - Pan camera for SE_Player[TempInt] to SE_Heroes_Point[TempInt] over 0.00 seconds
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Visibility - Disable SE_Fog[TempInt]
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Visibility - Destroy SE_Fog[TempInt]
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Custom script: call RemoveLocation(udg_SE_Heroes_Point[udg_TempInt])
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Custom script: set udg_SE_Heroes_Point[udg_TempInt] = null
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Custom script: set udg_SE_Heroes[udg_TempInt] = null
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Custom script: set udg_SE_Player[udg_TempInt] = null
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Sound - Stop music Immediately
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Sound - Play Game_Music <gen>
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Countdown Timer - Start SE_Timer as a One-shot timer that will expire in 720.00 seconds
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Countdown Timer - Create a timer window for SE_Timer with title Special Event:
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Set SE_TimerWindow = (Last created timer window)
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Countdown Timer - Show SE_TimerWindow
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Countdown Timer - Resume NextWave_Timer
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Countdown Timer - Show NextWave_TimerWindow
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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Unit - Unpause (Picked unit)
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Trigger - Turn on Special Event 2 <gen>
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Trigger - Turn on Creep Spawn <gen>
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Custom script: call DestroyTrigger(gg_trg_Explosion_1)
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Custom script: call DestroyTrigger(gg_trg_Special_Event_1)
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Custom script: call DestroyTrigger(gg_trg_Special_Event_1_Loop)
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Custom script: call DestroyTrigger(GetTriggeringTrigger())
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